Architect Archive
Thread: Test Center Update and Harvesters
Sneezy wrote:
Personal harvesters
Harvesters made before the patch have 25K capacity. Harvesters made after the patch appear to have a max of 3K with perfect resources and experimentation. The rate of extraction cannot be experimented.
Large harvesters
ALL large harvesters have had their capacity reduced, prepatch or postpatch. The largest capacity I was able to make was 37K (with ~900 stat resources), so I'm guessing that 50K would probably be your ideal max. Because these guys take tons of resources, I wasn't able to experiment much on them without draining my stock dry today. Extraction rates don't appear to be modifiable, but will have to create more to nail this down definitely.
That pretty much settle things for me.
Guess I will be buyng/making whole bunch of personal harvesters before the patch.
Simple fact.
Now experiment matters.
Quality of Harvester will depend on experiment AND resource (that include experiment on sub-component as well I beleive).
Heavy Harvesters will take 25k+ resource.
What are the odd that Architect will find 25k+ resource of great quality to make their heavy harvesters? So chances are your heavy will be mediocre and you will still have to make daily trip anyway.
Why not use personal harvester made by any artisan? Chances are good that they can scrunge up 500 or so resource needed to make great personal harvester and they are much cheaper to maintain and since you gonna need to make a daily stop anyway, personal harvesters are way to go. (especially pre-patched ones)
Heck so far they haven't made changes to their 100 limit so it might stay that way, then your resource need will be reduced 1/10 your current need. and for casual players, 1/40th. No need for heavies for that.
But I am sure there will be LOT of people who would want to buy your heavy harvesters.
im fine with this if they add some kind of terminal I can pay for all my harvesters and give them power as well as unload the with out having to run across the entire planets or across the galaxies to do..
as a Chef unlike most crafter that use a few resources in large amounts Chef uses a ton of diferent resources in small amounts with 9 harvesters going I can pull up enough diferent resources to make 2 items and a couple components to make those items... this nerf will probibly make me close my account and return to dark age of camelot.. I cant stand harvesters now and this is a step in the WRONG directionl.
Vorgus:
I think even most of the "fanboys" on this forum would agree that the devs should have given us more notification about the state of the game, so people wouldn't be caught with the pants down when the change hits. But I still think that the change should go forward. Sure, it's a "nerf"... it makes something less effective. But I also see it as a "fix"... it obviously wasn't intended to work this way, and the game is definitely better with this feature in.
Ygu
I agree, no one will ever accuse SOE of offering too much information to the players of this game.
I however don't see this as a fix of anything, and I also don't see it as being "obvious" that it was intended to be this way originally. While I totally support experimentation allowing for both higher harvestor max capacity, or higher extraction rate, I feel the "old" versions we have now, should be the baseline, with experimentation adding to that.
Since my primary profession is Bio Engineer, I have a LOT of experience with failed experiments. While this is simply a large nuisance, when making a pet stim for example (turning it into a throwaway item) this would be DEVASTATING on a Heavy Harvestor. I'll try and demonstrate what I'm talking about here, by showing an example. I make Pet Stim B's, that on a "great success" assembly come up at 30X455 (90% of my assembly's are this number) Then I experiment on them, another "great success" or even the potential "amazing" pushes them up to 30X700 or over. One that bombs however, can end up at 30X290. Now let's apply this example to Arch. With the "baseline" "great success" assembly giving the harvestor at tops a day's worth of storage, there would be no choice, but to experiment. Any of those experiments, that weren't at LEAST "success's" you can write off selling that harvestor, since it would hold less than a day's worth of storage, and one that totally bombed, would have storage at less than 10 hours. I can tell you from BE, you just don't get nearly enough "Great Success's" or higher, and you'd be writing off far too many extremely expensive to build pieces of equipment, if they used this model.
Any harvestor, that was at least a "marginal success" on assembly, has to hold a minimum of 36 hours worth of a 90% location, or it's going to be real hard to sell. I'm in favor of letting experimentation and great materials used to build the thing offering an advantage to the maker, but if it get's turned into a system where a "marginal" at any point in the process (or even worse, a bombed experiment) makes the item totally useless, I don't see that as being anything but a MAJOR nerf, and an extreme hardship to those trying to work thier way up to MA. With as many materials as this profession consumes, it can not turn into another profession where the only products you can actually SELL are the ones made by masters. Things made by Masters should undeniably be worth more, but a Medium Harvestor made by someone just a few boxes more than a Novice, should at least be a usable commodity, since very few can afford to level up Arch on "practice mode" settings.
Vorgus on Bria
I can see where the benefits will be at first, but how long will it take before everybody has HQ harvesters and Architects are once again at a stall? Overall I think this change sucks and needs to be changed to better reflect what is being asked from the community instead of doing the normal crap and over nerfing everything they lay thier hands on.
On a side note, I don't consider having to do harvester runs every day or even multiple times a day any fun. If they made any changes to this then they need to fix the size of the hoppers.
-Kilofia T'shieran
Master CH / Master Gunfighter
Well, on the plus side, we can start charging 5+ credits per unit again like the good old days.
I was a miner since release (and a little in Beta) and just recently dropped it in favor of being a full time combat medic. I got bored beyond belief maintaining my harvesters.
A couple things to consider:
Price per unit will go up
Inflation
Well, on the plus side, we can start charging 5+ credits per unit again like the good old days.
I was a miner since release (and a little in Beta) and just recently dropped it in favor of being a full time combat medic. I got bored beyond belief maintaining my harvesters.
A couple things to consider:
Price per unit will go up
Inflation will go down (money will have more value than before). I know alot of rich crafters with bank rolls in the millions of credits who are actually gonna have to spend that money hehe.
Hopefully in the next few months we will have vehilcles and mounts so the trek to our harvesters won't be too bad.
There has been a resource surplus that has driven prices down to 3 credits per unit and under. Prices for goods all across the board have gone down in price, yet money is so easy to earn in this game that having money has no real value.
This is gonna be a real major pain in the a$$ for a while, believe me I know, I made it a living in SWG, but I am trying to see the silver-lining in all this craziness. Give it a chance guys and maybe the Devs have something going on here. This just might help our economy.
I am just trying to provide an alternative thought to all this so please go easy on me lol.
Hi there, this is my first post here, but I've been lurking for a while.
Here is a point that I dont think anyone has brought up yet. If extraction rates are as significantly lowered as it appears, and resources shift so frequently, will anyone EVER get enough of the same mineral to actually make any of the larger items? Even with the current harvesters, mostly mediums, I can barely get enough ore in one mineral cycle to make, say, a large house. The mineral levels are low enough in the ground, now they want to make the extraction slower too...
And Xhenn, where do you see rich arch's? I count myself lucky that I've finally managed to break 200k, mainly thru resource selling not actually making items. I dont know about your server, but on Bria/Corallia, there aint a whole lot for sale normally, and when I DO find it, I usually end up paying between 3 and 5 for it. Perhaps I'd find more if the global advertising skill actually worked right and I could find private vendors...
If it takes me 2-3 weeks to get the materials to make on large house, say, how the heck am I keeping the harvesters fed in the meantime?
And as a casual player (hey, I have a day job 5 days a week), while I DO manage to check my harvesters nearly every day, I do NOT like the idea of being tied to my computer or facing penalties. It IS like a job that way... Go to work or dont get paid/log on to SWG or dont get any materials, except in this case it is 7 days a week!
Killdrath
3-0-3-3 Architect
Bria/Corellia